The automatons awaken (branch only — not for the public droplet yet)
Phase 4 begins. The automaton is a pure function in the engine — automatonCommand(view) — playing from its own redacted GameView, the same information a human seat receives: hidden hands stay hidden from the clockwork. It ranks simple damage spells, counters what hurts (full shield at 3+, reflection at 4+, blunt at 2+), discards its worst cards by a value order, BFS-pathfinds to enemy treasures and home again, refuses to path through hazards, brawls when there is nothing to steal, and always has a safe fallback; the server's drive loop steps any bot-held seat through the same runCommand path as humans, so bot commands log, persist, replay, and broadcast like anyone's. Hosts seat them pre-start with "⚙ seat an automaton" (Automaton, Automaton II, ... V); bot seats persist as tokenless join lines and restore on boot. Proven three ways: bot-vs-bot engine games conclude across seeds in 8-14 rounds (~100 commands — human-scale), a full four-automaton table finishes, and a live websocket game of human vs. automaton ended with the clockwork carrying two treasures home through a do-nothing opponent. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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5802e1df05
commit
ab52628d2f
@@ -225,6 +225,7 @@ class Net {
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started = $state(false);
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/** Lobby standee choices, by player name. */
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roomColors = $state<Record<string, number>>({});
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roomBots = $state<string[]>([]);
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you = $state<string | null>(null);
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view = $state<GameView | null>(null);
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log = $state<string[]>([]);
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@@ -295,6 +296,7 @@ class Net {
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case "room":
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this.roomId = msg.roomId;
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this.roomColors = msg.colors ?? {};
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this.roomBots = msg.bots ?? [];
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if (this.you && this.token) {
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const seat: Seat = { name: this.you, roomId: msg.roomId, token: this.token };
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localStorage.setItem(SEAT_KEY, JSON.stringify(seat));
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@@ -426,6 +428,10 @@ class Net {
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}
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/** Ask the server how all our games are doing. */
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addBot(): void {
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this.send({ type: "addBot" });
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}
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rollTableDie(): void {
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this.send({ type: "rollDie" });
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}
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